Topic: Mortar Guard discussion thread
This thread is for discussing the map 'Mortar Guard' (working title, subject to change). This is a simple infantry-only Objective map a bit similar to (though not inspired by) Imperial Convoy Raid, in which the Rebels start in the middle of the map with one or more stationary, auto-firing Mortar Freerunners, and the Imperials start in the east and west and need to fight their way to the Mortar section and destroy it before running out of tickets.
Note that the map is currently very WIP, with blank portions of terrain, no objective mode gamemode set up (it's a regular conquest map as of now), and no lightmapping. Water is so-so too, if even visible. All this will be changed, in fact the map has already progressed quite a bit from the uploaded version.
Things to comment on:
- Terrain layout. How does it look and feel, what concerns do you anticipate gameplay-wise, and so on. The densely forested area below the ridge will be off-limits.
- Gameplay, gameplay, gameplay! There's a million ways to fix the map if it becomes unbalanced one way or the other. I want to know what you think. Should Rally Point CP's be moved? Should Rebs be allowed to cap them? Should they affect ticket drain? Should the kits be slightly changed somehow? Etc. etc. etc.
Couple of notes:
- Infantry classes may be modified slightly for balance and gameplay.
- Any speeder bikes on the map are for exploration only, and won't be there in the final release.
- The Mortar Freerunners will be stationary and their mortars will fire automatically into the distance (and the driver position will be unavailable). Their aft guns will be accessible, though.
- The Combat Speeder will very likely either be a static or not there at all. It's there pretty much only to explain how the Rebel infantry got there along with the Freerunner.
--the awesomeness that is Boatmurdered.







